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Biff Pow

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  1. Biff Pow

    Twist on a Tank

    My Inv/Psi Tank leans into Confuse effects- Contagious Confusion in Boggle, Cognitive Interface, now just added the new Chance to Confuse IO. It mitigates damage, adds some damage, but mostly it's for entertainment value.
  2. I auto-complete the "Complete the Dilemma Diabolique Trial" mission at the end of the Dark Astoria arcs.
  3. My small suggestion would be putting the Overwhelming Force set in Explosive Blast so you can use it in melee range without knocking enemies away. And at six slots it gives you Knockback Protection.
  4. The "END" in two pieces stands for Endurance Reduction. But Endurance and Recharge Reduction would probably be lower in these sets to make room for the Damage.
  5. We need a few Invention Sets (an Uncommon, Rare, and Very Rare set) for Control powers that also enhance damage. Instead of specific Hold, Sleep, Stun, etc. sets, just make them generic "control" sets that enhance everything, like the Controller Archetype IOs. An example set: ACC/DAM ACC/CONTROL DAM/CONTROL DAM/END/RECHARGE CONTROL/END/RECHARGE PROC (Maybe a quad enhancement instead of the proc at Uncommon level to provide better stats) More sets mean more build variety, which is always fun.
  6. A good thing about Blasters is they have a lot of places to put the Winter IO sets, and they (along with the two +Def Uniques) provide a nice base Defense to build on.
  7. If you're on an AT without a defensive set and starting at zero, six-slotting the Winter IO sets provides a nice base of Melee, Ranged and AoE defense.
  8. One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice. Here is a build you can get some ideas from (like more Energy/Negative Energy resistance): Tanker InvSS.mbd
  9. People see Focused Accuracy's low ToHit buff and skip it, but the ToHit Debuff resistance is what makes it really useful (and the +Perception.)
  10. I'd make level 10 IOs equal to a -2 SO, level 20 equal to an even level SO, level 30 to a +2 SO, etc. Level 40 to 50 would be better than SOs, giving an incentive to maybe mix some with set IOs.
  11. Every set should go up to level 30 at least. Not sure why they capped some at 20. New, useful set bonuses like +ToHit (instead of Accuracy) and mez protections. Adding Accuracy and Damage to some mez sets so you can use the whole set without gimping the power.
  12. Dull Pain becomes less important when you're barely taking damage.
  13. If you're going for Resists, you can probably take some ideas from my build. (Keep in mind these totals are before the Might of the Tanker +Res.) I take Spring Attack (just for fun) but it can be easily swapped out for Energy Torrent. InvSS.mbd
  14. Health is majorly overshadowed on Blasters by their sustain power (Sound Barrier for Sonic), it doesn't do much by comparison. I usually just slot the Preventive Medicine Absorb proc and that's it.
  15. Same with my Energy Blaster. I have the Defiant Barrage set in Sniper Blast because that's my usual opener and most-used attack. That usually keeps a couple stacks of the mez protection up as long as I keep blasting. (I also have the Overwhelming Force set in Explosive Blast so I can use it in melee too.)
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